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[Pathfinder/3.5] The Witcher (Epic 6 Rules)

With The Witcher 2 being one of the best RPGs I've played in a longtime, I'm pretty pumped. This project is an attempt to convert Sapkowski's setting to the D&D rules. I'm specifically using Epic 6 because low level play matches the setting's grittiness. The material within uses Pathfinder as a base but can be carried into any 3.X world with some changes. My goal is to make the mechanics as universal as possible (for easy porting) and then add in a section for the book and video game canon in case you want to actually run a game in the setting. This is a work in progress so all comments/opinions are welcome.

Classes

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WitcherWitchers, so called by the Nordlings (q.v.), were an elite and mysterious caste of warrior-monks. They are portrayed in popular lore as possessing magic powers and superhuman abilities. W. were believed to combat evil spirits, beasts and all manner of dark forces. In reality (...) w. served the monarchs of the North in the tribal wars they waged against one another.

-Effenberg and Talbot, Encyclopaedia Maxima Mundi, vol. XV

"I'm a witcher. I slay monsters." -Geralt of Rivia

In the early days of man, the known world was overrun by monsters. As human settlers tamed the wilds a caste of warrior-monks was created to oversee the destruction of all creatures that preyed on humankind. Trained in martial and arcane lore, taught the science of alchemy, and enhanced with biological mutagens these superhuman warriors brought peace to the wilds and helped pave the way for mankind's dominance in the world.

Witchers are raised from childhood for their role. The process of becoming a witcher involves arduous physical and mental training. Natural mutagens radically alters the body, resulting in enhanced physical prowess and mental acuity. Only 40% of candidates survive and those that do are left infertile. Witchers are created, not born.

Making a Witcher
Witchers mix front-line combat with debilitating magical spells. While not as skillful as dedicated warriors or as powerful as full fledged sorcerers, witchers can use stances and physically altering mutagens to adapt to any situation.

Abilities: Dexterity and wisdom are the most important attributes for a witcher. Because they wear light armor, witchers must rely on cunning and intuition to succeed in combat. Wisdom also enhances perception, important when hunting monsters, and powers a witcher's magic signs. Strength is important for a witcher's martial prowess but mutagens or sword stances can make up for lack of strength. Constitution is nice but witcher's are naturally hardy and immune to afflictions that would kill even the healthiest man.

Races: All witchers were once human. The mutagens that create witchers only affect the human body and kill any other creature instantly. Only 4-in-10 humans actually survive the process. Most humans revile witchers as abominations while nonhumans are wary by proxy of witchers once being human.

Alignment: Witchers can be any alignment but most are neutral leaning. As with humans they're equally capable of good and evil but their profession is one that isn't concerned about the morals of civilization. Witchers slay monsters, however, their tenants don't draw a line based on race. A human is equally capable of monstrous acts as a troll.

Class Features
Witchers are magical skirmishers, hardy enough to stand toe-to-toe in the front line and agile enough for guerrilla tactics. They can disorient opponents with their signs or enhance their abilities with potions and combat stances. Trained as loners, witchers can track and hunt monsters from the shadows while perceptive enough to avoid ambush.

Weapon and Armor Proficiency: Witchers are proficient with simple weapons, martial weapons, and light armor but not with shields.

Witcher Immunity (Ex): Witchers are immune to natural and magical diseases. They gain the benefits of drugs such as alcohol but never suffer from addictions (a physical dependency). They gain a +4 bonus to constitution saves against poisons.

Twin Swords: Fresh witcher's are gifted two swords: a steel bastard sword and a silver longsword. These weapons are a witcher's signature equipment, symbolically serving as everything a witcher is about: the line between man and monster (the term "bastard" taking an additional, sarcastic meaning). These weapons are always carried on their person much like a samurai was always seen with his katana and wakizashi. A witcher never sells his swords; to do so is an insult and the equivalent of turning his back on his mission. Many of a witcher's martial melee maneuvers require one of the two swords to be wielded.

Stances: Witchers train extensively with their twin swords and learn how to better utilize them in battle. At 1st level, witchers have access to one of three stances. A stance is essentially an extraordinary ability that is always active. Abilities granted by stances are only active when a bastard sword or longsword are wielded. A witcher can only have one stance active at any time. Switching a stance requires a move action and does not provoke attacks of opportunity.

Strong Stance: The witcher adds his Wisdom modifier to melee damage if positive. At level 4 the witcher can attempt to cause extensive bleeding. On a successful attack, the opponent must succeed on a Fort save (DC 10 + damage inflicted) or suffer 1 point of constitution damage.

Agile Stance: The witcher can make one extra attack of opportunity per round (in addition to any feats or abilities add extra AoOs) and he can designate a single opponent to gain a +2 bonus to dodge AC. He can change this opponent at any time during his turn. At level 4 the witcher gains an extra attack at full BAB but only adds one-half strength to both attacks.

Group Stance: The witcher can make a number of attacks equal to 1 + his level. Each attack must target a different opponent and all attacks do not apply Strength modifier. At level 4 the witcher can attempt an immediate trip or disarm attack with a +4 bonus against an opponent that enters his threat range in place of an attack of opportunity. This special trip or disarm does not provoke an attack of opportunity and the opponent cannot retaliate if the attempt fails. Feats that grant extra attacks of opportunity allow this ability to be used multiple times per round.

Witcher Signs (Su): Signs are supernatural extensions of a witcher's will. It doesn't compare to true magic but as supernatural abilities a witcher's signs have their own unique benefits. A witcher knows all signs at level 1. Casting a sign is a standard action that requires a free hand to gesture. The DC to resist signs is 10 + half the witcher's level + Wisdom modifier.

Signs drain endurance. A witcher who uses a sign cannot use it again that combat without spending a standard action to clear his mind. A witcher can use a sign without clearing his mind but doing so fatigues him. A sign can also be used as a swift action but causes instant fatigue. Casting a sign while fatigued causes exhaustion and signs cannot be used at all while exhausted. Fatigue or exhaustion as a result of casting last until a full round action is spent to refocus.

Aard: Aard is a telekinetic thrust targeting one creature within 30 feet. Aard inflicts 1d4 points of damage per level (no save) to creatures or objects and opponents must succeed on a Reflex save or be knocked prone. At 5th level, aard can target a single opponent or create a 30 foot cone that pushes back opponents who fail their save 1d4 times 5 feet and knocks them prone. If the target strikes a solid object they suffer an additional 1d6 points of damage per 10 feet they travel.

Igni: Igni launches a bolt of fire at a single creature up to 30 feet, inflicting 1d6 points of fire damage per level (reflex save for half), and igniting combustibles in the area. At 5th level, opponents who fail their save are set aflame. A burning creature suffers 1d6 points of fire damage per round until they spend a standard action to put it out.

Quen: Quen creates a protective barrier around the witcher that grants immunity to weapon damage for 1 round per level. Each successful weapon hit against the witcher reduces the duration by 1 round. At 5th level, quen launches a bolt of energy at creatures that strike the witcher with a melee attack inflicting half the damage the witcher would have suffered (round down). A successful reflex save nullifies the damage.

No other signs can be used while quen is activated and endurance can't be recovered until the duration ends.

Yrden: Yrden creates a circular sigil on the ground, 10 ft. in diameter. Creatures stepping on this sign must succeed on a will save or be stunned for 1d4 rounds. At 5th level, the sigil can be increased to 30 ft. in diameter.

Axii: Axii is a psychic wave that assails the mind of a single target within 30 ft. Axii functions as charm person with a duration of 1d4 rounds +1 round per level. Against nonhumans, the sign functions as cause fear. At 5th level, axii functions as charm monster with a duration of 1d4 rounds +1 round per level or fear (30 ft. range, one creature).

AC Bonus: At 1st level, a witcher can add his Wisdom modifier as a bonus to Armor Class, so long as he is not wearing armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when he is flat-footed but looses it when immobilized or helpless.

Witcher Combat Style (Ex): At 2nd level, a witcher can add his wisdom bonus to attack rolls made with bastard swords and long swords.

Uncanny Dodge (Ex): At 2nd level, a witcher gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to Armor Class if immobilized. A witcher with this ability can still lose his Dexterity bonus to Armor Class if an opponent successfully uses the feint action against him.

Witcher Senses (Ex): At 3rd level, a witcher gains a +4 bonus to perception, Track feat, and can use his Wisdom bonus on search checks.

Deflect Arrows (Ex): At 3rd level, a witcher can deflect arrows with a sword or bastard sword wielded. This ability otherwise functions as the deflect arrows feat.

Heightened Action (Ex): Starting at 4th level, a witcher may add his Wisdom modifier to his initiative check.

Witcher Resistance (Ex): At 4th level, the witcher gains DR 2/-. This damage resistance stacks with any others granted by magic or equipment.

Evasion (Ex): At 5th level, a witcher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the witcher is wearing light armor or no armor. A helpless witcher does not gain the benefit of evasion.

Improved Uncanny Dodge (Ex): At 5th level, a witcher can no longer be flanked. This defense denies a rogue the ability to sneak attack the witcher by flanking him, unless the attacker has at least four more rogue levels than the target has witcher levels.

Witcher Metabolism (Ex): At 6th level a witcher can go without water for a number of days equal to half his constitution score and without food for a number of days equal to his constitution score. A dying witcher automatically succeeds on stabilize checks, regains consciousness in an hour with no help, and can heal naturally as normal. A witcher requires only 4 hours of sleep and naturally heals 1 hit point + 1 per Constitution modifier in that time.

Multiclass: Witchers are special in that they're both a "race" and a profession. Witchers can never gain a level in another class.

New Skills

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Knowledge (Witcher) (Int; trained only)
Witcher knowledge covers a broad range of topics all pertaining to monsters. This skill allows a knowledge check in arcana, dungeoneering, nature, planes, or religion for the purposes of identifying a monsterís abilities and weaknesses only.

Survival (Craft Witcher Items)
Survival can be used to find ingredients to create witcher potions, oils, and bombs. Because of their mundane components, these items can be crafted from common herbs, grasses, and fungus found in even the most desolate terrain. Survival can be used to find the ingredients to and craft witcher items. The default time required to perform this task is 1 hour. At the end of that time, the witcher rolls a survival check against the item he wishes to create. If he succeeds, then he finds the ingredients to and crafts the item. Several factors can reduce the base DC to craft a potion.

Brewing potions or oils requires an empty vial filled with distilled liquor of no less than 100 proof. Creating bombs requires a jar or pot and saltpeter or gunpowder as a base. A person can automatically succeed on their check to craft a potion by taking 24 hours to brew. The witcher can rest while crafting an item but cannot take any other major actions. Any disruptions increase the time required to craft by 1 hour.

New Items

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Witcher Potions
Witcher potions are unique in that, unlike magical potions, are wholly mundane in design. Using strong, distilled alcohol as a base and brewed from natural ingredients that can be found in even the harshest terrain, witcher potions aggressively alter the body's physical makeup. Only witchers can benefit from the consumption of a witcher potion.

Witcher potions are toxic. When a witcher drinks a potion, they suffer an amount of toxic damage based on the potion consumed. Toxicity damage is added together separately and does not subtract from hit points. When toxicity exceeds the witcher's constitution score, he vomits - losing the benefits of all active potions - and is nauseated for 1 round and sickened for 1d6 rounds. A witcher cannot drink a potion while nauseated or sickened. Toxicity is healed 1 point per hour or fully removed after 8 hours of uninterrupted rest.

A witcher can be under the influence of up to three potions at any one time and, unless otherwise mentioned, potions of the same type do not stack. If more than three potion effects are consumed, the witcher suffers the same effects as if his toxicity exceeded his constitution. If two of the same potions are drunk, the duration of the old potion is reset while toxicity increases as normal.

Any non-witcher that imbibes a witcher potion is nauseated for one round as they vomit the liquid and must succeed on a fortitude save or suffer the toxicity damage in HP. Witcher potions are volatile but easily diluted. If mixed with any other liquids, it becomes foul but impotent. A witcher potion is instantly identifiable by witchers through smell and appearance; non-witchers know the brew is poisonous by smell alone.

There's little to no market for witcher potions. Some peddlers offer them to witchers as payment for their services but there are few, if any, businesses that sell these concoctions despite their ease of creation. If a vendor happens to have a witcher potion, assume it's default market value is equal to 4d4 times it's craft DC in gold pieces.

Witcher Potions Description

Blizzard
Blizzard improves reflexes and reaction time, allowing a witcher to better parry and evade attacks. It grants a +4 bonus to dexterity and Uncanny Dodge for the duration of the potion. If the imbiber has Uncanny Dodge, they acquire Improved Uncanny Dodge.

Duration 20 minutes; toxicity 1d6; craft DC 20

Black Blood
Black Blood turns imbiber's blood into acid. If the imbiber suffers damage from a melee attack, their opponent suffers 1d6 acid damage per 2 levels (reflex save for half). Creatures attacking with reach weapons don't suffer damage but must save for their weapon. Creatures with natural reach but not wielding reach weapons still suffer the damage. Creatures that drain blood or constitution (such as a vampire's bite) suffer the damage each round they continue to drain.

Duration 8 hours; toxicity 1d8; craft DC 25

Swallow
Swallow accelerates the regeneration of vitality. The imbiber gains fast healing 1 for the duration of the potion. Unlike other potions, multiple swallows can be taken and the effects are cumulative.

Duration 2 hours; toxicity 1d6; craft DC 20

Bindweed
The Bindweed potion increases resistance to acid and acid-based poisons. The imbiber receives acid resistance 10 for the duration of the potion.

Duration 8 hours; toxicity 1d6; craft DC 15

Full Moon
Full moon grants 1d12 temporary hit points per hit die of the imbiber. Temporary hit points are subtracted first, cannot be healed, and go away when the duration ends.

Duration 8 hours; toxicity 1d8; craft DC 25

Thunderbolt
This potion causes the imbiber to enter a battle trance, increasing their damage at the cost of accuracy. The imbiber gains a +4 morale bonus to strength but suffers a -2 penalty to AC for the duration of the potion.

Petri's Philter
Designed by the mage Petri, this potion increases a witcher's magical signs. The damage of all signs increases by +1 per die, the DC to save against any effects increases by 2, and the range of all effects is doubled.

Duration 8 hours; toxicity 1d10; craft DC 25

Wolverine
Named after the ferocious animal, wolverine increases the witcher's strength by +4 when his hp is equal to or less than half.

Duration 8 hours; toxicity 1d8; craft DC 25

White Raffard's Decoction
Based on a healing potion developed by famous mage White Raffard, this potion instantly heals 3d8+4 damage.

Duration instantaneous; toxicity 1d8; craft DC 20

Maribor Forest
Passed on by druids, this potion increases a witcher's endurance in regards to casting signs. The witcher can cast two signs per combat before needing to clear his mind which requires a move action vice a standard action. Focusing while fatigued or exhausted requires a standard action vice a full round action.

Duration 8 hours; toxicity 1d6; craft DC 20

Golden Oriole
This potion grants the witcher an additional +4 bonus on saves against poisons. It does not restore any damage caused by poison but provides immunity to the secondary effects of poisoning.

Duration 8 hours; toxicity 1d6; craft DC 20

Witcher Oils
Witchers often coat their blades with potent oils. Oils can only be applied to metal weapons. Only one weapon can be under the effect of a single oil and last for a set duration. Applying a second oil to a coated weapon negates both coats. Oils can be removed with distilled alcohol of at least 100 proof; removing oil from a weapon before the duration expires requires at least an ounce of alcohol and a full round action to scrub.

Unlike potions which are exclusive to witchers, oils can be used by anyone. As a result, they have a distinct market value. The default price for a single oil is 100gp.

Argentia
This oil strengthens alchemical silver. When applied to a silvered weapon it negates the penalty to damage, increases the damage die by one step (1d4 to 1d6, 1d6 to 1d8, and so on), and increases the critical threat range by 1. This oil has no affect on any other metal.

Specter Oil
This oil inflicts +1d4 damage to incorporeal creatures and allows the wielder to reroll his miss chance.

duration 24 hours; craft DC 25

Witcher Bombs and Grenades
Witchers have revolutionized alchemical bombs, taking over the position of once-popular options such as alchemist's fire. Bombs function as splash weapons and anyone can utilize them. The base DC to resist bombs is 15. For every 2 points the crafter exceeds the craft DC, the save DC increases by +1. Taking 24 hours to craft a bomb counts as having a +10 to the craft check.

Like oils, bombs have a distinct market presence. The default market price for bombs is 100gp.

Dragon's Dream
This bomb creates a cloud of flammable, choking gas in a 10 foot radius spread. Creatures caught in the gas must succeed on a fortitude save or become sickened. A source of fire can ignite the gas inflicting 2d6 fire damage to all within the area and inflicting an additional 1d6 damage the next round. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Igniting the gas with a flaming object, such as swinging or tossing a torch, requires a standard action. The gas is heavier than air and dissipates in 10 rounds. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round

craft DC 25

Samum
Designed in desert lands, samum blasts opponents with the white hot intensity of the sun. Creatures in a 10 foot burst suffer 1d6 damage, 1d4 fire damage, and must succeed on a reflex save or be stunned for 1 round.

craft DC 20

Zerrikanian Sun
This bomb creates a blinding flash as bright as sunlight. Creatures within a 20 foot burst must succeed on a reflex save or become blinded for 1d4+1 rounds.

craft DC 20

Devil's Puffball
This bomb instantly spreads poisonous spores throughout the air in a 10 foot spread. Creatures breathing in the spore must succeed on a fortitude save or suffer 1d4 points of damage per round for 5 rounds. A delay poison spell stops the sporesí growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

craft DC 20

King and Queen
This bomb creates a magical 10 foot burst causing fear against creatures who fail a will save. The fear effect lasts for 1d4+1 rounds.

Re: [Pathfinder/3.5] The Witcher (Epic 6 Rules)

Awesome work this was almost exactly what I was looking for. The campaign I'm playing is doing 20 as the Max level so Epic6 doesn't quite work for it but I was able to make it work with its counterpart on the D&D wiki.